Hello,
I tested the Octane Benchmark scene and I was very impressed by the speed, it was faster than my daily tool Vray. But than I found, that the option "directlighting" was enabled and in full path tracing the speed wasn't so good anymore. Now I ask me, could it be possible to get some options for full GI biased rendering? I think unbiased rendering is good for beginners and user who don't like to learn how options for biased rendering work. But for daily pro users experience isn't a problem, but speed counts to get a project finished during a tight deadline. So, I think, intelligent shortcuts in the calculation are big advantage for pro users and not a shame. Why waste render time, if the client dosn't see the difference or dosn't need the unbiased details? So, if Octane could support to render per both ways, unbiased and biased, it could be a perfect tool for all need.
Regards,
Micha
Any chance to get biased options for Octane?
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http://www.simulacrum.de - Visualization for Designer and Architects
Win7 64 | Dual Xeon E5-2687W | 32GB RAM | 2 GTX 780 6GB | Rhino3D
Win7 64 | Dual Xeon E5-2687W | 32GB RAM | 2 GTX 780 6GB | Rhino3D
Hi,
The problem is that photon mapping, light caching etc are all very difficult to apply to a GPU.
We are focusing on making an unbiased engine that will be as fast as a CPU photon mapper like vray, which may not be the cast yet, but we're working on it and i don't think it will take us very long to match it...
Radiance
The problem is that photon mapping, light caching etc are all very difficult to apply to a GPU.
We are focusing on making an unbiased engine that will be as fast as a CPU photon mapper like vray, which may not be the cast yet, but we're working on it and i don't think it will take us very long to match it...
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Sounds interesting.
An other question that I found during my demo test - without a manipulation of the scene the real time rendering isn't so usefull for me. Will be Octane direct implemented in Rhino3D? If yes, when it could be ready?
An other question that I found during my demo test - without a manipulation of the scene the real time rendering isn't so usefull for me. Will be Octane direct implemented in Rhino3D? If yes, when it could be ready?
http://www.simulacrum.de - Visualization for Designer and Architects
Win7 64 | Dual Xeon E5-2687W | 32GB RAM | 2 GTX 780 6GB | Rhino3D
Win7 64 | Dual Xeon E5-2687W | 32GB RAM | 2 GTX 780 6GB | Rhino3D
Hi, we are evaluating a plugin for octane for rhino, but no full integration.Micha wrote:Sounds interesting.
An other question that I found during my demo test - without a manipulation of the scene the real time rendering isn't so usefull for me. Will be Octane direct implemented in Rhino3D? If yes, when it could be ready?
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
So, it will work like a render plugin: materials, environment .. and camera are defined within Rhino and than the user press an render button. That's a good, but it's a pity that it dosn't exhaust the real time potential.
http://www.simulacrum.de - Visualization for Designer and Architects
Win7 64 | Dual Xeon E5-2687W | 32GB RAM | 2 GTX 780 6GB | Rhino3D
Win7 64 | Dual Xeon E5-2687W | 32GB RAM | 2 GTX 780 6GB | Rhino3D
no, it will not work like that, it will only export camera and geometry, and animation data.Micha wrote:So, it will work like a render plugin: materials, environment .. and camera are defined within Rhino and than the user press an render button. That's a good, but it's a pity that it dosn't exhaust the real time potential.
you keep the interactivity while finetuning your scene interactively in octane render.
look at the 3rd video on our videos page, it shows the whole process.
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
I totally agree - biased options would dramatically increase renderer's usability.
And I don't mean sophisticated ones. Plain freedom of background color not affecting illumination etc.
Alpha channel is a must for commercial use though.
And I don't mean sophisticated ones. Plain freedom of background color not affecting illumination etc.
Alpha channel is a must for commercial use though.
http://www.visnevskis.com
Vista64/Ubuntu, GTX470/580
Vista64/Ubuntu, GTX470/580
alpha channel is already on the list for 2.3kivig wrote:I totally agree - biased options would dramatically increase renderer's usability.
And I don't mean sophisticated ones. Plain freedom of background color not affecting illumination etc.
Alpha channel is a must for commercial use though.
which also solves the 'freedom of background color'
Radiance
Win 7 x64 & ubuntu | 2x GTX480 | Quad 2.66GHz | 8GB
Cool! 

http://www.visnevskis.com
Vista64/Ubuntu, GTX470/580
Vista64/Ubuntu, GTX470/580
Not only alfa. Some other passes will need to include this render in work pipeline. ZBuffer, mat/object IDs, Normal pass, AO e.t.c... will be cool to add custom pass with custom material.
Intel Core i7 930 2.80GHz / 6Gb / GeForce GTX 470 / Win7